Post your ability and state, if it is a passive or active ability and if its an ultimate and what hero its meant for, and it will be categorized here. Post here your new abilities or abilities you made in other thread. Names will be credited. If you post someone else's ability idea, credit their name.

Yamino wrote:Hero: Ultralisk[Maul]Uses tusks to cleave into an enemy unit and send it flying back dealing damage based on its melee attack. Attacks and knocksback extra units in range if cleave is learned for splash damage.

Yamino wrote:LeapThe Hybrid Reaver jumps onto a target enemy with brute force dealing damage to it and surrounding enemies in a radius of 1.5 while slowing them for 3 seconds. If Leap is used on an enemy air unit then it brings the unit to the ground for the duration of the ability.

Yamino wrote:MaulUses tusks to cleave into an enemy unit and send it flying back dealing damage based on its melee attack. Attacks and knocksback extra units in range if cleave is learned for splash damage.

Yiffeh wrote:Hero: Marauder[BOOM!]Takes aim for 1.0 seconds and fires a massive missile 2 units wide that travels a straight line at high speeds until reaching a wall or hits an enemy ground hero. Has no collision with non-heroic targets at all. Upon colliding, deals high damage and stuns the target, if any, also dealing splash damage to all surrounding enemy units, including flying units, in a 2 radius around the target and slowing them.

Yamino wrote:Stasis FieldCreates a pocket of space-time at a target location trapping enemies within a radius of 2 and preventing them from moving, attacking, using abilities, and taking damage. Enemies take damage once the effect ends. Lasts for 8 seconds. Duration is halved on heroic.

Effects: AOE damage, SummonInfestationThe Fatty releases a fog parasitic toxins around it in a radius of 6, clouding vision and reducing accuracy and causing feederlings to erupt from afflicted enemy units and buildings at 2 second intervals. Lasts for 15 seconds. Each feederling lasts for 30 seconds and restores 33% of damage dealt to the Fatty. The life and damage of feederlings scale with the hero's level.

Cost: 90Cooldown: 54

Level 1: Has a 30% chance to miss and 1 feederling per interval.Level 2: Has a 40% chance to miss and 2 feederlings per interval.

Effects: AOE damage, SummonWarp BlastFires a ball of psionic energy at a target location, dealing damage to enemies in a radius of 2. Has a chance to warp in a zealot, stalker, immortal or dark templar each with a timed life of 180 seconds. The life and damage of warped in units scale with the hero's level.

Yamino wrote:Effects: Displacement, Stun, ClonesHero: Dark Templar[Dance of Shadows] "Ultimate"Teleports to an enemy, stunning them for 2 seconds, and surrounds them with clones. Clones take 4x as much damage and deals 2x less damage as the hero. Clones are affected by Critical Sense. Clones last 10 seconds.

Cost: 120Cooldown: 72

Level 1: Summons 6 clones.Level 2: Summons 8 clones.

Effects: Damage, SummonSpawn BroodlingDeals massive damage to a target enemy and spawns broodlings upon impact. Also spawns broodlings upon death depending on the amount of minerals the unit gives when killed. Broodlings have a timed life of 180 seconds. The life and damage of broodlings scales with the hero's level.

Range: 9Cost: 80Cooldown: 20

Level 1: 40 (+4) damage. Spawns 0.1x broodlings upon impact and spawns 0.2x broodlings upon death where x is the amount of minerals the unit gives upon death.Level 1: 60 (+6) damage. Spawns 0.2x broodlings upon impact and spawns 0.4x broodlings upon death where x is the amount of minerals the unit gives upon death.Level 1: 80 (+8) damage. Spawns 0.3x broodlings upon impact and spawns 0.6x broodlings upon death where x is the amount of minerals the unit gives upon death.

AOE Debuff Only Abilities

Damage Over Time

Stat Reduction

Spoiler:

EnsnareAllows the Queen hero to cast Ensnare. Ensnare deals initial damage of 24 (+2.4) and slows the movement speed and attack rate of enemy units within an area radius of 3 for 10 seconds. Ensnare also reveals invisible units.

Electromagnetic PulseReleases a pulse that slows bio and mechanical systems of enemies within a radius of 4 at a steadily increasing rate. Consumes Energy over time.

Level 1: Slows timescale of enemies by 1% every second up to a maximum of 20%. Costs 5 energy per second.Level 2: Slows timescale of enemies by 2% every second up to a maximum of 30%. Costs 4 energy per second.Level 3: Slows timescale of enemies by 3% every second up to a maximum of 40%. Costs 3 energy per second.

Stun

Spoiler:

Missile FlaresFires a round of flares at a target area, temporarily stunning enemies within a radius of 2 and blinding enemies within a radius of 5. The duration is halved when used on Herioc units.

Hero: MedivacDrop PodsLaunches drop pods from the Medivac Hero at the target location stunning enemies within a radius of 2 for 2 seconds (half for herioc). Drop pods release a squad of marines and siege tanks with a timed life of 180 seconds. The life and damage of summoned units scale with the hero's level.

Yamino wrote:RecallCalls in a support squad of Scouts to aid the Arbiter Hero in battle. Scouts last 30 seconds. The life and damage of Scouts scale with the hero's level. Scouts are ground units until the Flight ability is learned.

Level 1: +0.75 armor and returns 10% of non-spell damage to enemy units within a distance of 1.Level 2: +1.5 armor and returns 20% of non-spell damage to enemy units within a distance of 1.Level 3: +2.25 armor and returns 30% of non-spell damage to enemy units within a distance of 1.

Linked ShieldingHardens the Motherships shields and links shields with allied units in a radius of 6 and redirects a percentage of damage taken by allied units to itself for 5 seconds. Damage taken to life cannot be transfered. Ability discontinues when available shields reaches 0.

i want this to be a mass under taking and have set this upmore than 30 (by my count) topics will be linked to thisto make this work were going to need the help and support of everyone that posts or has ideas

-- Wed Oct 30, 2013 2:54 pm --

Spoiler:

Dark TemplarQ: Shadow StepTeleports to an enemy, stunning it for 2 seconds and inflicting critical damage.

T: Dance of ShadowsTeleports to an enemy, stunning them for 2 seconds, and surrounds them with clones. Clones take 4x as much damage and deals 2x less damage as the hero. Clones are affected by Critical Sense. Clones last 10 seconds.

Cost: 120Cooldown: 72

Level 1: Summons 6 clones.Level 2: Summons 8 clones.

UltraliskQ: Burrow ChargeQuickly burrows and erupts under a target enemy dealing damage and knocking back and stunning surrounding enemies in a radius of 1.5 for 1 second.

Gives the Ultralisk hero bonus armor and returns damage to nearby attackers within a distance of 1.

Passive

Level 1: +0.75 armor and returns 10% of non-spell damage to enemy units within a distance of 1.Level 2: +1.5 armor and returns 20% of non-spell damage to enemy units within a distance of 1.Level 3: +2.25 armor and returns 30% of non-spell damage to enemy units within a distance of 1.

Drop PodsLaunches drop pods from the Medivac Hero at the target location stunning enemies within a radius of 2 for 4 seconds (half for herioc). Drop pods release a squad of marines and siege tanks with a timed life of 180 seconds. The life and damage of summoned units scale with the hero's level.

W: Missile FlaresFires a round of flares at a target area, temporarily stunning enemies within a radius of 2 and blinding enemies within a radius of 5. The duration is halved when used on Herioc units.

Q: Stasis FieldCreates a pocket of space-time at a target location trapping enemies within a radius of 2 and preventing them from moving, attacking, using abilities, and taking damage. Enemies take damage once the effect ends. Lasts for 8 seconds. Duration is halved on herioc.

W: RecallCalls in a support squad of Scouts to aid the Arbiter Hero in battle. Scouts last 30 seconds. The life and damage of Scouts scale with the hero's level. Scouts are ground units until the Flight ability is learned.

W: EnsnareAllows the Queen hero to cast Ensnare. Ensnare deals initial damage of 24 (+2.4) and slows the movement speed and attack rate of enemy units within an area radius of 3 for 10 seconds. Ensnare also reveals invisible units.

E: Spawn BroodlingDeals massive damage to a target enemy and spawns broodlings upon impact. Also spawns broodlings upon death depending on the amount of minerals the unit gives when killed. Broodlings have a timed life of 180 seconds. The life and damage of broodlings scales with the hero's level.

Range: 9Cost: 80Cooldown: 20

Level 1: 40 (+4) damage. Spawns 0.1x broodlings upon impact and spawns 0.2x broodlings upon death where x is the amount of minerals the unit gives upon death.Level 1: 60 (+6) damage. Spawns 0.2x broodlings upon impact and spawns 0.4x broodlings upon death where x is the amount of minerals the unit gives upon death.Level 1: 80 (+8) damage. Spawns 0.3x broodlings upon impact and spawns 0.6x broodlings upon death where x is the amount of minerals the unit gives upon death.

E: Warp BlastFires a ball of psionic energy at a target location, dealing damage to enemies in a radius of 2. Has a chance to warp in a zealot, stalker, immortal or dark templar each with a timed life of 180 seconds. The life and damage of warped in units scale with the hero's level.

CorsairQ: Disruption WebPlaces a field of radius 3 at a target location disabling the attacks and abilities of enemy units inside of the field and preventing units from taking flight. Reveals cloaked units.

W: PolarizeAttracts a target enemy to the Corsair hero's neutron emitter allowing the Corsair hero to carry and fire at the unit for extra concentrated damage. Attracted units can attack back but are unable to move freely or use displacement abilities. Effect is cancelled if the Corsair hero is stunned, slept, swapped, pulled or pushed back. Polarized units switch states between air and ground with the Corsair hero.

E: ConsumeAllows the Fatty hero to consumed allied computer-controlled units to gain energy. The hero can store up to 3 consume charges and gains a consume charge every 15 seconds. Each consumed unit increasing its hunger charge by 1.

T: InfestationThe Fatty releases a fog parasitic toxins around it in a radius of 6, clouding vision and reducing accuracy and causing feederlings to erupt from afflicted enemy units and buildings at 2 second intervals. Lasts for 15 seconds. Each feederling lasts for 30 seconds and restores 33% of damage dealt to the Fatty. The life and damage of feederlings scale with the hero's level.

Cost: 90Cooldown: 54

Level 1: Has a 30% chance to miss and 1 feederling per interval.Level 2: Has a 40% chance to miss and 2 feederlings per interval.

BattlecruiserQ: Yamato CannonBlasts a target with a plasma cannon, causing damage and leaving the target and surrounding enemies in a radius of 2 burning in flames for 5 seconds.

W: Escort FleetReleases a squad of wraiths from the Battlecruiser Hero's hanger. Wraiths acquire displacement field upon ability level 3. The life and damage of wraiths scale with the hero's level. Wraiths last for 15 seconds.

Science VesselQ: Irradiation FieldPlants a drone that emits a toxic field in a radius of 2 around it. Lasts for 20 seconds.

Range: 7Cost: 40

Level 1: Drones have 30 base HP and deal 12 (+1.2) damage per second. Acquires a charge every 12 seconds for a maximum of 3.Level 2: Drones have 45 base HP and deal 16 (+1.6) damage per second. Acquires a charge every 9 seconds for a maximum of 4.Level 3: Drones have 60 base HP and deal 24 (+2.4) damage per second. Acquires a charge every 6 seconds for a maximum of 5.

W: Electromagnetic PulseReleases a pulse that slows bio and mechanical systems of enemies within a radius of 4 at a steadily increasing rate. Consumes Energy over time.

Level 1: Slows timescale of enemies by 1% every second up to a maximum of 20%. Costs 5 energy per second.Level 2: Slows timescale of enemies by 2% every second up to a maximum of 30%. Costs 4 energy per second.Level 3: Slows timescale of enemies by 3% every second up to a maximum of 40%. Costs 3 energy per second.

E: Distortion FieldPlants a drone that projects a field causing itself and allies under the field of a radius of 3 to display afterimages allowing for evasion under fire.

Range: 7Cost: 40

Level 1: Drones have 30 base HP and gives 20% evasion. Acquires a charge every 12 seconds for a maximum of 3.Level 2: Drones have 45 base HP and gives 30% evasion. Acquires a charge every 9 seconds for a maximum of 4.Level 3: Drones have 60 base HP and gives 40% evasion. Acquires a charge every 6 seconds for a maximum of 5.

R: Pulse GeneratorIncreases Energy and Energy Regeneration of the science vessel. When activated it quickly restores nearby allies energy reserves in a radius of 6.

T: Defensive MatrixCreates a shield around itself or an allied target that reduces incoming damage for 10 seconds. The shield ceases to function if the shield is depleted before the duration is finished.

Swarm QueenQ: Spawn Creep TumorAllows the Swarm Queen hero to create Creep Tumors. Each creep tumor is burrowed and creates a patch of creep of radius 6. Allied ground units within this radius gain +30% movement speed and +0.25 life per second while on creep near a tumor. Mutalisks spawned by the computer player also benefit from creep.

Cooldown: 5

Level 1: 40 Energy CostLevel 2: 30 Energy CostLevel 3: 20 Energy Cost

W: Spawn AbberationLays an egg thats hatches into an abberation after 8 seconds.

W: Harpoon ShotFires a cable into an enemy and quickly reels it to the caster.

Cost: 50Cooldown: 12

Level 1: Range 7Level 2: Range 8Level 3: Range 9

E: Gravity TrapPlants a trap. When detonated, immobilizes units in a radius of 3. Can be set to automatically detonate.

Range: 1Cost: 50Cooldown: 12

Level 1: Lasts 3 seconds. A maximum of 1 trap can be set at a time.Level 2: Lasts 4 seconds. A maximum of 2 traps can be set at a time.Level 3: Lasts 5 seconds. A maximum of 3 traps can be set at a time.

Hybrid ReaverQ: LeapThe Hybrid Reaver jumps onto a target enemy with brute force dealing damage to it and surrounding enemies in a radius of 1.5 while slowing them for 3 seconds. If Leap is used on an enemy air unit then it brings the unit to the ground for the duration of the ability.

E: Psionic RageThe Hybrid Reaver becomes enraged increasing its own physical strength and gives off a powerful aura. Increases damage and deals damage over time to nearby enemies within a distance of 2.5 for 10 seconds.

T: Ultralisk EssenceMorphs the Larva into an ultralisk and larvalings into pygmalisks Increasing range by 1 and adding a 33% splash attack for 10 seconds. Passively increases the larva and larvalings HP by 10%.

W: VortexCreates a vortex under the mothership that continuously pulls in enemies at radius of 6.

Level 1: Pulls at a rate of 1 unit per second. Costs 4 energy per second.Level 2: Pulls at a rate of 1.5 units per second. Costs 3 energy per second.Level 3: Pulls at a rate of 2 units per second. Costs 2 energy per second.

E: Linked ShieldingHardens the Motherships shields and links shields with allied units in a radius of 6 and redirects a percentage of damage taken by allied units to itself for 5 seconds. Damage taken to life cannot be transfered. Ability discontinues when available shields reaches 0.

T: Dance of ShadowsTeleports to an enemy, stunning them for 2 seconds, and surrounds them with clones. Clones take 4x as much damage and deals 2x less damage as the hero. Clones are affected by Critical Sense. Clones last 10 seconds.

Cost: 120Cooldown: 72

Level 1: Summons 6 clones.Level 2: Summons 8 clones.

UltraliskQ: Burrow ChargeQuickly burrows and erupts under a target enemy dealing damage and knocking back and stunning surrounding enemies in a radius of 1.5 for 1 second.

Gives the Ultralisk hero bonus armor and returns damage to nearby attackers within a distance of 1.

Passive

Level 1: +0.75 armor and returns 10% of non-spell damage to enemy units within a distance of 1.Level 2: +1.5 armor and returns 20% of non-spell damage to enemy units within a distance of 1.Level 3: +2.25 armor and returns 30% of non-spell damage to enemy units within a distance of 1.

Drop PodsLaunches drop pods from the Medivac Hero at the target location stunning enemies within a radius of 2 for 4 seconds (half for herioc). Drop pods release a squad of marines and siege tanks with a timed life of 180 seconds. The life and damage of summoned units scale with the hero's level.

W: Missile FlaresFires a round of flares at a target area, temporarily stunning enemies within a radius of 2 and blinding enemies within a radius of 5. The duration is halved when used on Herioc units.

Q: Stasis FieldCreates a pocket of space-time at a target location trapping enemies within a radius of 2 and preventing them from moving, attacking, using abilities, and taking damage. Enemies take damage once the effect ends. Lasts for 8 seconds. Duration is halved on herioc.

W: RecallCalls in a support squad of Scouts to aid the Arbiter Hero in battle. Scouts last 30 seconds. The life and damage of Scouts scale with the hero's level. Scouts are ground units until the Flight ability is learned.

W: EnsnareAllows the Queen hero to cast Ensnare. Ensnare deals initial damage of 24 (+2.4) and slows the movement speed and attack rate of enemy units within an area radius of 3 for 10 seconds. Ensnare also reveals invisible units.

E: Spawn BroodlingDeals massive damage to a target enemy and spawns broodlings upon impact. Also spawns broodlings upon death depending on the amount of minerals the unit gives when killed. Broodlings have a timed life of 180 seconds. The life and damage of broodlings scales with the hero's level.

Range: 9Cost: 80Cooldown: 20

Level 1: 40 (+4) damage. Spawns 0.1x broodlings upon impact and spawns 0.2x broodlings upon death where x is the amount of minerals the unit gives upon death.Level 1: 60 (+6) damage. Spawns 0.2x broodlings upon impact and spawns 0.4x broodlings upon death where x is the amount of minerals the unit gives upon death.Level 1: 80 (+8) damage. Spawns 0.3x broodlings upon impact and spawns 0.6x broodlings upon death where x is the amount of minerals the unit gives upon death.

E: Warp BlastFires a ball of psionic energy at a target location, dealing damage to enemies in a radius of 2. Has a chance to warp in a zealot, stalker, immortal or dark templar each with a timed life of 180 seconds. The life and damage of warped in units scale with the hero's level.

CorsairQ: Disruption WebPlaces a field of radius 3 at a target location disabling the attacks and abilities of enemy units inside of the field and preventing units from taking flight. Reveals cloaked units.

W: PolarizeAttracts a target enemy to the Corsair hero's neutron emitter allowing the Corsair hero to carry and fire at the unit for extra concentrated damage. Attracted units can attack back but are unable to move freely or use displacement abilities. Effect is cancelled if the Corsair hero is stunned, slept, swapped, pulled or pushed back. Polarized units switch states between air and ground with the Corsair hero.

E: ConsumeAllows the Fatty hero to consumed allied computer-controlled units to gain energy. The hero can store up to 3 consume charges and gains a consume charge every 15 seconds. Each consumed unit increasing its hunger charge by 1.

T: InfestationThe Fatty releases a fog parasitic toxins around it in a radius of 6, clouding vision and reducing accuracy and causing feederlings to erupt from afflicted enemy units and buildings at 2 second intervals. Lasts for 15 seconds. Each feederling lasts for 30 seconds and restores 33% of damage dealt to the Fatty. The life and damage of feederlings scale with the hero's level.

Cost: 90Cooldown: 54

Level 1: Has a 30% chance to miss and 1 feederling per interval.Level 2: Has a 40% chance to miss and 2 feederlings per interval.

BattlecruiserQ: Yamato CannonBlasts a target with a plasma cannon, causing damage and leaving the target and surrounding enemies in a radius of 2 burning in flames for 5 seconds.

W: Escort FleetReleases a squad of wraiths from the Battlecruiser Hero's hanger. Wraiths acquire displacement field upon ability level 3. The life and damage of wraiths scale with the hero's level. Wraiths last for 15 seconds.

Science VesselQ: Irradiation FieldPlants a drone that emits a toxic field in a radius of 2 around it. Lasts for 20 seconds.

Range: 7Cost: 40

Level 1: Drones have 30 base HP and deal 12 (+1.2) damage per second. Acquires a charge every 12 seconds for a maximum of 3.Level 2: Drones have 45 base HP and deal 16 (+1.6) damage per second. Acquires a charge every 9 seconds for a maximum of 4.Level 3: Drones have 60 base HP and deal 24 (+2.4) damage per second. Acquires a charge every 6 seconds for a maximum of 5.

W: Electromagnetic PulseReleases a pulse that slows bio and mechanical systems of enemies within a radius of 4 at a steadily increasing rate. Consumes Energy over time.

Level 1: Slows timescale of enemies by 1% every second up to a maximum of 20%. Costs 5 energy per second.Level 2: Slows timescale of enemies by 2% every second up to a maximum of 30%. Costs 4 energy per second.Level 3: Slows timescale of enemies by 3% every second up to a maximum of 40%. Costs 3 energy per second.

E: Distortion FieldPlants a drone that projects a field causing itself and allies under the field of a radius of 3 to display afterimages allowing for evasion under fire.

Range: 7Cost: 40

Level 1: Drones have 30 base HP and gives 20% evasion. Acquires a charge every 12 seconds for a maximum of 3.Level 2: Drones have 45 base HP and gives 30% evasion. Acquires a charge every 9 seconds for a maximum of 4.Level 3: Drones have 60 base HP and gives 40% evasion. Acquires a charge every 6 seconds for a maximum of 5.

R: Pulse GeneratorIncreases Energy and Energy Regeneration of the science vessel. When activated it quickly restores nearby allies energy reserves in a radius of 6.

T: Defensive MatrixCreates a shield around itself or an allied target that reduces incoming damage for 10 seconds. The shield ceases to function if the shield is depleted before the duration is finished.

Swarm QueenQ: Spawn Creep TumorAllows the Swarm Queen hero to create Creep Tumors. Each creep tumor is burrowed and creates a patch of creep of radius 6. Allied ground units within this radius gain +30% movement speed and +0.25 life per second while on creep near a tumor. Mutalisks spawned by the computer player also benefit from creep.

Cooldown: 5

Level 1: 40 Energy CostLevel 2: 30 Energy CostLevel 3: 20 Energy Cost

W: Spawn AbberationLays an egg thats hatches into an abberation after 8 seconds.

W: Harpoon ShotFires a cable into an enemy and quickly reels it to the caster.

Cost: 50Cooldown: 12

Level 1: Range 7Level 2: Range 8Level 3: Range 9

E: Gravity TrapPlants a trap. When detonated, immobilizes units in a radius of 3. Can be set to automatically detonate.

Range: 1Cost: 50Cooldown: 12

Level 1: Lasts 3 seconds. A maximum of 1 trap can be set at a time.Level 2: Lasts 4 seconds. A maximum of 2 traps can be set at a time.Level 3: Lasts 5 seconds. A maximum of 3 traps can be set at a time.

Hybrid ReaverQ: LeapThe Hybrid Reaver jumps onto a target enemy with brute force dealing damage to it and surrounding enemies in a radius of 1.5 while slowing them for 3 seconds. If Leap is used on an enemy air unit then it brings the unit to the ground for the duration of the ability.

E: Psionic RageThe Hybrid Reaver becomes enraged increasing its own physical strength and gives off a powerful aura. Increases damage and deals damage over time to nearby enemies within a distance of 2.5 for 10 seconds.

T: Ultralisk EssenceMorphs the Larva into an ultralisk and larvalings into pygmalisks Increasing range by 1 and adding a 33% splash attack for 10 seconds. Passively increases the larva and larvalings HP by 10%.

W: VortexCreates a vortex under the mothership that continuously pulls in enemies at radius of 6.

Level 1: Pulls at a rate of 1 unit per second. Costs 4 energy per second.Level 2: Pulls at a rate of 1.5 units per second. Costs 3 energy per second.Level 3: Pulls at a rate of 2 units per second. Costs 2 energy per second.

E: Linked ShieldingHardens the Motherships shields and links shields with allied units in a radius of 6 and redirects a percentage of damage taken by allied units to itself for 5 seconds. Damage taken to life cannot be transfered. Ability discontinues when available shields reaches 0.

*reads 3 of Akuma's abilities* Hm, pretty neat. *scrolls down a bit more* I like that idea. *scrolls down even further* O.o a lot of imagination *clicks in mouse wheel, scrolls down for 30 seconds straight*

._.

Good idea for a thread though. Do we want to delegate a position to someone to make sure all abilities get put into the proper place? Yamino, do you want to do all of that? hehe

I actually don't know what would be reasonable for HA anymore. Skillshots don't really work in this game, (I haven't really seen a skillshot that actually really needs to be a skillshot. I.E. Preserver's stuff can be plain AoE and I don't see it's playstyle being different with it's stun anyways)

Hero: Maruader[BOOM!]Takes aim for 1.0 seconds and fires a massive missile 2 units wide that travels a straight line at high speeds until reaching a wall or hits an enemy ground hero. Has no collision with non-heroic targets at all. Upon colliding, deals high damage and stuns the target, if any, also dealing splash damage to all surrounding enemy units, including flying units, in a 2 radius around the target and slowing them.

Tydon wrote:*reads 3 of Akuma's abilities* Hm, pretty neat. *scrolls down a bit more* I like that idea. *scrolls down even further* O.o a lot of imagination *clicks in mouse wheel, scrolls down for 30 seconds straight*

._.

Good idea for a thread though. Do we want to delegate a position to someone to make sure all abilities get put into the proper place? Yamino, do you want to do all of that? hehe

would you like to help out?

-- Wed Oct 30, 2013 8:47 pm --

Yiffeh wrote:I actually don't know what would be reasonable for HA anymore. Skillshots don't really work in this game, (I haven't really seen a skillshot that actually really needs to be a skillshot. I.E. Preserver's stuff can be plain AoE and I don't see it's playstyle being different with it's stun anyways)

Launch Flares (Replaces Banshee E or R)Learn lvl 1/3/5"Launches flares to shake off heroes targeting the Banshee for a duration of 3 seconds. Levels decrease cost and cooldown."(Prevents heroes from clicking on the hero for the duration. Any hero who was a-moving the hero will stop doing so. AoE's will hit.)Level 1: Energy cost of 50, cooldown of 25 seconds.Level 2: Energy cost of 40, cooldown of 20 seconds.Level 3: Energy cost of 30, cooldown of 15 seconds.

*Ability inspired by Planetside 2 Flare ability for all aircraft.

Yiffeh wrote:Fus Theory clearly states that for every action, there is an equal and opposite fusaction of badness proportional to the action.

It also clearly states that in a closed system, the badness will invariably increase until everything is Fus and String.

T: Greater NydusThe Nydus Worm Hero summons the Queen Nydus, dealing great damage. The Greater Nydus has 640/1020 life and 20/40% DR. When summoned, the Greater Nydus works on unburrowing, growing larger in size (from a radius of 2 to a radius of 8). Each unburrow attempt deals 30/40 Damage to units in the area of effect (every second). After 12 seconds, the Greater Nydus erupts, dealing X damage (where X is its remaining life), stunning for 3 seconds and rooting consumed units for 6/8 seconds. The Greater Nydus can be forcefully unburrowed for half damage.

Reasoning: Terran has Nuke, Protoss has mothership, both great damage dealers that require an alert. This gives zerg a high-powered ultimate on an otherwise bland hero. Total damage output if unchecked: 1000/1500.